The future of mods and modding

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Re: The future of mods and modding

Postby Lord Ned on Wed Aug 05, 2009 6:43 am


Sauce!

Spike wrote:
Lord Ned wrote:Looks like it could compete with UT3 any day.

It can't compete with UE3


It's just color correction and self illuminating model coupled with normalmaps. (Source does ssbumps of similar fashion)

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That's not even a professionals work.

Image


IMO all the UT3 games (Except Mirrors Edge) look like shit. Their all grey/brown shit, their all super-over-normal mapped, anti-aliasing sucks in UT3.

And again, my examples aren't pushing the limits of Source. It all falls back to the artist. How hard can the artist push it? What does he need to get out of it?


Look. I shouldn't have started this. This is the future of mods and modding not Source Vs. UT3.
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Re: The future of mods and modding

Postby stoopdapoop on Wed Aug 05, 2009 8:47 am

Lord Ned, your message appears to be falling on deaf ears :(

Tis a shame, but I don't think that some people are willing to challenge their own preconceived notions (that's the second time I've said that this week, there's got to be a better word to describe them)
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Re: The future of mods and modding

Postby Lord Ned on Wed Aug 05, 2009 4:19 pm

stoopdapoop wrote:(that's the second time I've said that this week, there's got to be a better word to describe them)

Idiots? :P
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Re: The future of mods and modding

Postby ixin on Wed Aug 05, 2009 5:57 pm

Tbh I find HL2 to be losing its grip on the other engines - I get sick of the limits I have in source but I'll have to life with it and solve it in another way. Also I find the UT3 engine better because it supports models much better and the material usage is cleaner -> They both have their funky style and idea and yes it's the Artist behind the creation of something from that engine but still he has to depend on the limits of that engine.

Either way Orange box in my opinion is still outdated even though I'm using it to map. L4D gave back the grip now we'll just have to wait for L4D2 And EP3. I'm pretty sure with the newest card (and the load of cash) they've earned to create better graphical improvements aswel as less limitations for the artist to work with.
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Re: The future of mods and modding

Postby Lord Ned on Wed Aug 05, 2009 7:11 pm

Stop looking at HL2. HL2 was a game built in 2004 build to run on older hardware.

The source engine is hugely versatile, and the amount of code you can access with a simple mod is amazing. Go on youtube. Search "Dynamic Light Source Engine". There's mods with dynamic lighting. Sure it's not perfect but THEIR MOD TEAMS. Not professionals.

And COD4 looks like shit in that above example. Same problem with over-bumpmaped and normamapped stuff.
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Re: The future of mods and modding

Postby no00dylan on Wed Aug 05, 2009 8:03 pm

Lord Ned wrote:

Sauce!



Was that an MMO... in source!? if so-

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I wants source files and code
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Re: The future of mods and modding

Postby Lobstar on Wed Aug 05, 2009 8:46 pm

reeke wrote:self confessed idot then, il take ut3 over source anyday.

not just for it's looks if youre a good artist, but its workflow and editor options.


Cant really agree with you on this one. I love that its a very artist friendly engine and a great pipiline for creating custom assets. But i find that the lighting is very very poor.

Unless they release unreal lightmass (the new lighting engine with GI) i will stick to source for now.

Also, Unreal has some very bad community support. Not alot of people own the game and they need to have a solid "basegame" like Halflife series, something that everyone wants. Not some half shitty Ut2k4 update with new graphics that the fans hate.

Dont get me wrong, love the editor, but ill stick to source for now.
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Re: The future of mods and modding

Postby tymaxbeta on Fri Aug 14, 2009 1:24 am

Habboi wrote:I suggested that one day, games wont need human developers anymore. One day there will be programs that will be so advanced they'll have the power to dish out AA title games faster than any human. I mean you remember people would animate complex scenes by hand? Well now they use motion capture which is the next step. What's next?

So I think as games go up the ladder, so too will the programs and the skills of the developers. One thing goes up, so do the other factors in the equation.

No, wrong on both. You have contradicted yourself as well, if computers can make games, then can the computer assist a human in making a game easier, but at the same time this would lower the skill needed from today's standards. Also a big thing would be that a computer can't dish out well-written, compelling story's, which the game industry(Thank God for this) is beginning to take a liking to. So, will games become harder to make? Considering both of your statements, that would be a no, they will become easier. Also will games(computers, whatever) make themselves, also no, I sure as hell wouldn't buy some randomly generated product of product coding, it wouldn't have the art of the game creation in it, it would be dull and tasteless, there would not be a style. Look, as long as corporations continue to chose profit over story, we will be modding to create better games then the corps ever could with their business plans and cubical farms.

PS: Keep in mind, they update this engine a lot, they are doing a real overhaul on episode 3, that's why it will take a while, I'm going to be glad to see what they do to improve it, and what new stuff I can play with in my mods.
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Re: The future of mods and modding

Postby ghost12332 on Fri Aug 14, 2009 1:35 am

We already have computer programs that are able to write themselves further. We have equations capable of generating on the fly and complex human models procedurally. Whats so hard to believe about it?
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